You can draw onto a new sprite, storing the picture instead of having to redraw it every time the player is standing still. On the other hand you have to draw it twice as long as the player is moving since you still have to draw the new sprite on screen.

But. In fact i need some other functions here.Obviously, i have to make some functions for myselfe.I need a special function, which loads a png, bmp into the memory. Then with the new functioni can draw some parts out of this picture onto the screen. With sprites? So.I have som DIM arrarys for the level (1AA 1AB and so on)And with that i will generate a tilemap onto the screen.

I?v looked on some tutorials with Polyvector. But its a little bit hard to convert blitz3D programms into GLBasic.Not special the language. But there are some very cool commands in Blitz3D which are missing here in glBasic....So i have to programm it by myselfe. If i have a substantial progress i will share it with you.Meanwhile: thinking and woundering.........

If you want a tilemap there are a few examples in the forums and on some homepages. I think there was even a tutorial somewhere. What most of us do when doing tilemap is to just load the picture with LOADANIM and specify the size of each tile. Then we can use DRAWANIM to draw all tiles on the screen according to an array we have made previously. If you look up DRAWANIM in the help file you can see a small example of how to do it.

And here my first Version, Wizard Engine from Blitz3D to GLBasic....http://wizard.lexigame.de/datas/wizard.zipUse Cursors to moveUse F10-F12 to see the array numberUse +/ - on Numpad for StrechUse F1 to set back to 0

Types and Sprites.- loadimage AS Tsprite- set up the rows for the different lines in the picture - draw that with IF BMPZeile=1 AND Layer$[x+mapoffsetX][y+mapoffsetY]<>"000" THEN ZOOMSPRITE player5.pic[BMPSpalte],x*32*strechx,y*32*strechy,strechx,strechy

So it works...Look for my new spriteenginge...with 300 FPS....(instead of 48 FPS at Blitz3D)glow=red,2,300]And here my first Version, Wizard Engine from Blitz3D to GLBasic....[/glow]http://wizard.lexigame.de/datas/wizard.zip

I'd love to see this command too.In my case, I have a what you could think of as a set of selectable tiles where there are a lot more than fit on the screen at any time. The set of tiles can be scrolled left & right to find the one you want to select.The tiles that get scrolled are created dynamically by the program, so there's no image file I can load as animation frames.Additionally, as the set of tiles can scroll, the first and last tiles on the screen will often be partial ones, so I can't just draw animation "frames" to the screen to get around the problem as drawanim doesn't support drawing partial frames.

My ideal solution is to create a bitmap as wide as there are tiles, then just draw the correct sized section from that large bitmap to the screen.

I'd love to see this command too.In my case, I have a what you could think of as a set of selectable tiles where there are a lot more than fit on the screen at any time. The set of tiles can be scrolled left & right to find the one you want to select.The tiles that get scrolled are created dynamically by the program, so there's no image file I can load as animation frames.Additionally, as the set of tiles can scroll, the first and last tiles on the screen will often be partial ones, so I can't just draw animation "frames" to the screen to get around the problem as drawanim doesn't support drawing partial frames.

Okay, I'm confused - if I understand correctly, surely you need nothing more than any other scrolling tile based map? If so, the answer is very simple indeed.

At the screen edges, you do not need to draw "partial" frames - you simply draw them outside the dimensions of the screen - ie. if you have a sprite that is 64x64 pixels, you can quite happily draw it at -32,-32 and just the bottom right will be visible on the screen. Why over complicate matters?